HiveBro Posted June 15, 2020 Author Posted June 15, 2020 Ah, I think I know what the issue is. The fog was originally going to be a more dangerous event, but I settled on making it a weather that corresponded with the clutch mother event. The fog on its own should generally only spawn as a normal weather, so I'll change its description to remove references to it causing sickness.
genericlogin Posted June 16, 2020 Posted June 16, 2020 1 hour ago, HiveBro said: Ah, I think I know what the issue is. The fog was originally going to be a more dangerous event, but I settled on making it a weather that corresponded with the clutch mother event. The fog on its own should generally only spawn as a normal weather, so I'll change its description to remove references to it causing sickness. I think it should do something or else it's just regular fog with a longer name. Maybe it could apply the urchin spore effect to anyone outside?
Madness1 Posted June 16, 2020 Posted June 16, 2020 wait nephilic biomes? is thi another royalty only feature?
genericlogin Posted June 16, 2020 Posted June 16, 2020 I found that using dev mode to "destroy" the infinitely reappearing clutch mothers wasn't enough to stop the next one from spawning. I made one of those logs in the hope that it helps: https://gist.github.com/HugsLibRecordKeeper/056926051d78ad8d678f718407d4779a
HiveBro Posted June 16, 2020 Author Posted June 16, 2020 Nephilitic biomes is a recent addition to the core mod. It's a temperate forest equivalent with some twists. Hmm. Looking at your hugslog, generic (is this a standard name for anyone not logged in as someone specific on LL or is that your specific name?), there's an issue with auras on one of your pawns but nothing else specifically related to Nephila. Could you please try to spawn the event in a new game, try to kill the clutch mother to confirm it still reappears, then wait for the event to end (you'll get a notification) and then try to kill it again? Confirming whether the event is what's causing it to reappear or not can help me work through what might be going wrong.
genericlogin Posted June 17, 2020 Posted June 17, 2020 54 minutes ago, HiveBro said: Nephilitic biomes is a recent addition to the core mod. It's a temperate forest equivalent with some twists. Hmm. Looking at your hugslog, generic (is this a standard name for anyone not logged in as someone specific on LL or is that your specific name?), there's an issue with auras on one of your pawns but nothing else specifically related to Nephila. Could you please try to spawn the event in a new game, try to kill the clutch mother to confirm it still reappears, then wait for the event to end (you'll get a notification) and then try to kill it again? Confirming whether the event is what's causing it to reappear or not can help me work through what might be going wrong. Okay, I confirmed it. As soon as one dies, a new one appears. Note that there is no notification after one of them dies--I waited for around six game hours after I killed the first, and never got one. This is what I saw before, in my previous game. It sounds like the problem is that the event isn't ending correctly. "genericlogin" is my specific LoversLab username. It's specifically generic, even.
HiveBro Posted June 17, 2020 Author Posted June 17, 2020 Got it. The event doesn't end on the death of the creature. It ends after an indeterminate time. If you're able, please try to run through until the event ends naturally and let me know if you can kill the creature then.
genericlogin Posted June 17, 2020 Posted June 17, 2020 55 minutes ago, HiveBro said: Got it. The event doesn't end on the death of the creature. It ends after an indeterminate time. If you're able, please try to run through until the event ends naturally and let me know if you can kill the creature then. The nephilitic fog went away four days after the previous clutch mother died. Is that what you mean by the event ending? I didn't want to go ahead and kill the one on the map if that wasn't it. But, frankly, the event shouldn't end after an indeterminate time. When a mechanite cluster lands and activates a toxic spewer, you destroy it and the toxic fallout ends when you do. It doesn't end some inderterminate time later, maybe, if you're lucky. When an event starts with a mysterious giant creature appearing, it should end when you kill the mysterious giant creature.
HiveBro Posted June 17, 2020 Author Posted June 17, 2020 Yeah, it ends when the fog goes away, not when the clutch mother dies. Atm, the clutch mother isn't particularly hard to deal with (slow and no ranged attacks), so the weather is disconnected because it would not be a particularly hard event to deal with otherwise. I'm considering changing the way the clutch mother works to make it more difficult to deal with and, if I do, I'll look into making the weather go away when it dies, too.
genericlogin Posted June 17, 2020 Posted June 17, 2020 Okay, I killed the clutch mother after the fog ended, and this time no new clutch mother spawned. I kind of disagree about the difficulty of the event, because it's not the clutch mother that's dangerous, it's the nephila sickness. Everyone outside when the event starts gets it, which is incredibly dangerous. Best case, an established colony uses up a whole lot of medicine treating everyone. In the situation I encountered it, my colony is less than a year old and only has herbal medicine. I'm waiting to see how it plays out, but there's a real danger that my colony will be effectively wiped out by three of my four colonists turning into worse-than-useless nephila. Also, keep in mind that the weather currently doesn't do anything--it's just regular fog with a different name. There's no reason _not_ to make it go away when the creature dies, because it's the creature that spreads the sickness. Oh, I also found that clutch mothers apparently count as insects, at least according to the butcher table. Since they're the only kind of nephila creature for which that is true, I thought it might be a bug.
HiveBro Posted June 17, 2020 Author Posted June 17, 2020 Hmm. I'll tweak it before I push to the next release for lover's lab and dropbox. Keep in mind the creature, itself, doesn't cause the sickness, the event does, and the fog goes away when the event clears. I'll see about making the creature itself a bit more threatening but tying a clearing of the event to killing the creature (or time, whichever comes first, preferably). When everything's updated from the git test branch, I'll also be changing it so the earliest you can get the event is two quadrums in. At the moment, it's only avaiblable early because taht will increase the incidence of the event and (such as now) help me pinpoint if there are issues that need resolves. Thanks for your feedback, generic. I appreciate it.
Fumeknight79 Posted June 22, 2020 Posted June 22, 2020 I have a question. My female nephila seraphim have an egg progress meter. It stops at 50%, saying it will continue when fertilized, except that no matter how much the males breed the females, the eggs aren't fertilized. Are the seraphim supposed to have egg progress, and what is topping them from being fertilized if they are?
HiveBro Posted June 22, 2020 Author Posted June 22, 2020 Seraphim have zero fertility, so they shouldn't be able to lay eggs. The matrons are how you get more seraphim. I'll see if I can stop them from gestating eggs, though. Makes sense they wouldn't even create eggs if they're not fertile.
genericlogin Posted June 23, 2020 Posted June 23, 2020 A couple small bugs: Scrolling around on the nephila biome can sometimes get jerky. I think it's because the new plants give off light--Rimworld can't handle such a large number of light sources too well. I've seen this before in another custom biome with common light-emitting objects. Nephila faction visitors will sometimes be a lone cherubim or seraphim.
HiveBro Posted June 24, 2020 Author Posted June 24, 2020 Huh, didn't know that about light sources. will take that out, then. It was mostly there to help players determine the area of effect of the mind altering effects of the plants, but that's not worth a significant performance hit. Visitor stuff might be a bit harder to resolve, but I'll see what I can do. Thanks for letting me know.
genericlogin Posted June 24, 2020 Posted June 24, 2020 Here's another minor one: I've noticed that cherubim/seraphim give nephila sickness even when the only wound they inflict is a bruise, due to not penetrating their target's armor. Maybe Rimworld just doesn't give a way for modders to tell, but it would be nice if they sickness were only inflicted if the attack causes a cut.
HiveBro Posted June 24, 2020 Author Posted June 24, 2020 Hmm. That's a good idea, but I'll have to spend some time thinking about how it could be implemented. Best I can guess is there might be a way to check how much damage is inflicted and have it work off that. No promises, though.
genericlogin Posted June 24, 2020 Posted June 24, 2020 Is induced lactation something that can happen to pawns naturally on the nephila biome? I have a colonist who got it without (as far as I can tell) anyone using the psycast on her. It turns out it's pretty debilitating. ? Addendum: Is there any way to get rid of it? It's actually rendered that colonist useless--she can't even get out of bed any more.
Sydonay Posted June 25, 2020 Posted June 25, 2020 Are the nephila supposed to be unable to lay eggs once they are in relation with another pawn ? Also hair on my grand matrons is glitching, is it a common bug ?
genericlogin Posted June 26, 2020 Posted June 26, 2020 15 hours ago, Sydonay said: Are the nephila supposed to be unable to lay eggs once they are in relation with another pawn ? I've had that problem. What's happening is that when they're in a relationship with another pawn, they won't lay eggs by themselves any more--instead, their lover will assist them. In practice, that tends to happen very rarely, so the nephila will be stuck at 100% for quite some time.
genericlogin Posted June 26, 2020 Posted June 26, 2020 Here are a couple more quests with bugged descriptions:
genericlogin Posted June 27, 2020 Posted June 27, 2020 A couple more bugs: the spore induced libido affects mechanoids. Also, I found this when clicking on a nephila settlement on the world map. There were several other nephila settlements that didn't have this problem. 1
genericlogin Posted June 28, 2020 Posted June 28, 2020 And one more: the nephilim urchin plants seem to be permanently stuck at 5% grown.
HiveBro Posted June 29, 2020 Author Posted June 29, 2020 Lactation induction shouldn't debiltate pawns as the main thing it does (other than milk production) is increase vulnerability and sex ability. Could you mouse over the stats on the debilitated pawn that led to the debilitation and confirm they're being affected by lactation induction? Sydonay: Are you running a more recent version of the Nephila mod? That used to be an issue, but should be resolved in the latest git version of the mod. Spore induced libido on mechanoids is bad. Hmm. Will have to figure out how that's happening. Trading issue and urchin plants are new errors, too. Dang, looks like I have a lot to look into. Thank you all for your catches.
genericlogin Posted June 29, 2020 Posted June 29, 2020 2 hours ago, HiveBro said: Lactation induction shouldn't debiltate pawns as the main thing it does (other than milk production) is increase vulnerability and sex ability. Could you mouse over the stats on the debilitated pawn that led to the debilitation and confirm they're being affected by lactation induction? The lactation induction causes the pawn's breasts to begin growing until they hit the largest size, which has a -80% movement and manipulation penalty. That puts her very close to incapacitated by itself. Throw in the -5% consciousness from passing near an urchin tendril plant, or the pain increase from full breasts, and it downs her. If she also gets pregnant, she'll be bedridden from the middle stage on.
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